If you guys are good this Saturday, do spam the comments below so everyone’s on the up and up regarding attendance

EDIT:

Short Hiatus

Since one of the principal players will be unavailable this Saturday, it will be a no-go for March 25 with regards to DxD, but we can still do other stuff like Za Warudo or board gaems. Also, I will be unavailable to host pretend until April 15 because I’ll be busy preparing and manning a booth in Ozine Fest this April 6-9 so there will be a short hiatus on DxD in the meantime.

If anyone wants to do me a solid and help me man a booth at the event, that’d be super great as I have two more ID’s for the event

EDIT 2:

Short Hiatus – EXTEND

Holy Week, so most likely our latest meeting will be at April 22, see you guys then!

eXPee

Lewt

Sandstone Residence

A strange home for a strange traveler, it contains many items that could be of use to adventurers

While you are in possession of a now very isolated house floating in the Astral Sea and everything it contains, below are the more notable items housed therein:

Decanter of endless water (Hot)
Decanter of endless water (cold)
2x Cloaks of Elvenkind (Requires Attunement)
Alchemical reagents enough to produce potions and poisons of the following rarities: 1x Very Rare, 3x Rare, 10x Uncommon and 20x Common
3x Full Plate Mail (AC 20, requires Str of 17 or more or wearer loses 10 feet of movement/ 2 squares while wearing it)

The Mountain

The characteristic tower shield of the Black Rook, it was used not in his defence, but that of others

Requires Attunement. Can be used and activated as per the Animated Shield item, but the target to protect can be another within sight of the Attuned user, up to 120 feet away.

Special

As instructed before, Claes, Aeryn, Sarvin and Nuada gain a Word of Power, which they now partially embody, not merely in belief, but in deed and thought as well.

Mechanically speaking it is a Legendary Action that replenishes every Long Rest that can only be used to activate their Word of Power, and can be used in the following ways (if applicable):

After the end of another creature’s Turn (as per normal Legendary Actions)

In the same Turn you act at any point

As an Interrupt to another creature’s Turn

As this is a personal power, feel free to make one up that would fit your character’s current interpretation of their Word of Power. For reference or inspiration, look to the level 30 powers of the Epic Destinies in 4E DnD.

Restrictions on the Word of Power:

They cannot be passive abilities

They cannot be directly offensive abilities, as your Words of Power in particular embody positive aspects

Can only affect one target (yourself or another within sight)

Lasts until the start of your next Turn (or end of next Turn if used outside your Turn)

eXPee

Lewt

Ring of Fireball/s

A fairly rare accessory amongst the more cautious nobility, these rings are commonly made of gold, set with a deep crimson ruby

Charges:

The Ring of Fireball/s has three (3) Charges. To regain Charges, one must wear the Ring during a Long Rest, and reduce Hit Die restored by one per Charge you wish to regain.

Power:

As an Action, the user can spend one (1) Charge to cast Fireball, dealing 6d6 Fire Damage in a 10 by 10 feet radius up to 50 feet. A successful Dexterity Save halves damage taken. As an option, the user may consume more Charges when using the Ring, increasing Damage by 1d6, radius by 5 feet and range by 50 feet per Charge spent.

Regardless of how many Charges spent, the Ring of Fireball/s may only be used once per Short Rest.

Hearth-Harp Greatbow

Bards tell the tale of a beautiful muse, whose songs with her harp captivated everyone who heard it. A Gold Dragon -whose name changes with every telling – , fell in love with the young girl, and together they lived a peaceful life until a jealous prince and his army attacked their home, intent on taking the Dragon’s hoard and a new wife as well. Dying to protect his love, the Dragon imbued his soul into her harp, fraying all but the longest string. Rising from the ruins with righteous vengeance, the muse sang the dirge of war, and slew the prince and his army with arrows nocked from a golden greatbow

Weapon Profile: Greatbow (Homebrew)

1d12 Piercing; 200/800 ; (Heavy, Loading, Two-Handed) ; Magical +1

Charges:

N/A

Power:

When attacking with this weapon, you deal an additional 1d8 Fire Damage to the target and everyone within 5 feet. While wielding this weapon, take 1d8 Fire Damage at the start of your Turn. This Damage ignores Resistances and Immunities.

Creatures who are undead, evil or of similar state cannot use this weapon’s Power.

Due to a Greatbow’s ungainly size and weight, using them imparts a Disadvantage on Attack Rolls in tight or otherwise cramped locations

Efreeti Dancer’s Silk

A rather immodest set of clothing associated with the many dancers and entertainers in the City of Brass, these serve to protect those not native to the Elemental Plane of Fire from harm during performances

Armor Profile: Clothing

AC = 10 + Dex Modifier ; Magical +1

Charges:

The Efreeti Dancer’s Silk has one (1) Charge. To regain a Charge, one must set the clothing upon a flaming brazier or similar apparatus during a Long Rest

Power:

As a Bonus Action, the wearer can spend one (1) Charge to gain Immunity to Fire and Resistance to Cold for 1d4 Rounds. As an option, when activating the item’s power, the wearer can consume a Hit Die and roll the associated value, extending the effect for a number of Rounds equal to the result

This particular set was tailored for female humanoids and will magically conform to the wearer. Male humanoids may be less than comfortable when wearing the set

Next Week

I dunno, knitting?

The other thing

To allay my growing neurosis that everyone thinks I’ve been just playing the Vidja™ these past few weeks, here’s the new Obsidian Portal for all the Warhams I’ve got going on. Most importantly, I’ve been cracking at the Character Creation for Rouge Trader to work with Second Edition for a while now and now only needs the Ship Roles and a few optional Homeworlds to be filled up and it should be good to go. Hopefully

For those who can’t wait and also to stress-test the rules if they pass muster, I’d like to ask you guys if it would be possible to make your preliminary characters using the guidelines in that page, and go complain send feedback on what works, what doesn’t and what I probably missed so I can hold it against you we can find a nice balance to this thing when we run this in the next few months or so. Comments on this page or PMs so I can just log in at Obsidian Portal and look at your stuff.

Back to your regularly scheduled programming – In case you hid under a rock recently edition! (In which case, I would like to borrow it for the End Times)

Next Saturday

Auspex reads three returns, I’m sure that’s just us

Gratifications

3000 XP = Season Complete!

2500 XP = 500 XP x 5 for novel solutions and actions:

1. Avoiding combat with the ghosts of the Fortress:
2. Utilizing abilities to reduce the risks in crossing the steam fissures
3. Circumventing the Shield Guardian
4. Disrupting the efforts of the Cult of the Elder Elemental Eye
5. Freeing the Fire Elementals

TOTAL XP GAINED = 5500 XP

Season 4 will resume soon enough hopefully, but we were able to contract ILM for effects production and here’s the current set they’ve been working on:

Back to your regularly scheduled programming

EDIT: I lied as is often the case, and as Boom hasn’t finished up with the romance-themed RP as of yet, I would like to invite everyone for what I hope is the season end of DnD (for now!) Tomorrow, hopefully at Chino’s or Boom’s digs

Next Saturday

Boom’ll be running a romance-focused RP next week, with character creation as the first session, so look to him for updates on venue and time

I will be opting out on this as it’s not my thing and will be using the time freed up to gather and/ or make resources to convert Rogue Trader Character Creation to Second Edition (Deathwatch doesn’t need any particular changes to XP and Classes due to its combat-focused nature, but I will be using the core rules of 2E as used in the PT)

Gratifications

1500 XP = Session Complete!

2000 XP = Elite Unit Kills = 500 × 4

1000 XP = Vital Intel Gathered

3000 XP = Sweet, Sweet Magical Realm RP

TOTAL XP GAINED = 7500 XP (You guys will need every single one for the high-budget season finale)

Back to your regularly scheduled programming

Gratifications – DnD

Everyone gets 800 XP for Deer Hunter funtimes

With regards to purchases, I will allow Shiar and Sarvin to purchase items through Masked Lord Konstantin as he will be arriving (hopefully!) next session. Feel free to utilize his fortunes for any purchase in the Player’s or DM handbook for your shopping needs (also, the attention of Konstantin when spending!)

Next Saturday

With Boom unavailable, I would like to invite everyone for a session of Deathwatch in my Warhammer Cinematic Universe™ to slowly move that plotline along for Second Ed (whenever that is!)

I understand that some most of you available did not have the Kill Team Crash Landing™ experience, but to make it smoother for everyone if we do this, feel free to simply use your characters in Boom’s Warhammer Cinematic Universe™, or the OG character you have in mine, if it applies to you (Aka Chino/ Vinters).

If you are a hateful individual with a fetish for spreadsheets AND can make a character completely ready by Saturday, you can make your own character at 40 Renown with the XP stated below:

Spend 14,600 XP to reach that rank for a total of 26,600 XP (12,000 base XP at start + 14,600XP to spend = 26,600 XP)

Obviously, XP earned here does not translate to Boom’s campaign unless some cosmic alignment takes place, and will only apply to my own campaign

With the bath ready, she un… + FORTHEFULLSCENE, PLEASEBUYOURDVD. SEASON 2 IN SUMMER 2015 +

… the tome with invisible tendrils of force, she flips the through the pages and quickly discovers it to be a grimoire of sorts. Even with her arcane talent, the language that marks the faded parchment eludes her understanding, but her mind has already turned to someone who can read the infernal script within.

Our warriors make way to the Moonstone Mask™, the most respected inn in all of Neverwinter to process recent events. But before they do so, Sarvin must rest, leaving his armour to the street urchins he has recruited, while Shiar broods at the bar in the common room. Lying motionless upon the stool and with the occasional shot, our Elven Ranger is soon ready to venture the streets alone to find out more of the fallen mage from the eve before.

The warmth of the Mask’s hearth quickly gives way to unnatural cold as Shiar makes his way through the streets, lined by many beggars and invalids looking for succor at the closest city watch precinct they can find. Pushing through the crowd and making his way inside, our shaven archer eyes a familiar man. Hailing him from afar, Toor Reebs turns his gaze from the quartermaster to meet his questions. Understanding the situation involves the commotion from last night, he directs him below, to the cellar turned morgue. With permission from the quartermaster, our expert hunter forages the barrel filled with the mage’s belongings, finding a suspiciously empty leather bag, whose dimensions could fit the prize her elven acquaintance took before taking to parts unknown.

Meeting again with a guarded Sarvin in his quarters, they surmise from her haughty demeanor that she would most likely be taking transient residence in the most opulent space she could find. Surprisingly, she is not in Madame Ophala’s guestbook, and they take this to mean she must take exception to the Mask. Asking the locals for two days, they find out that the trade roads to Mirabar have become dangerous of late, hill giants coming down from their mountain homes not to pillage, but seemingly to settle in new homes. Rumors from mercenaries go that they came from the Fire Mountains in the east, which forms a portion of The Crags, named for the Dwarven Kingdom from ages past that dwelled there and the battles they fought with fire giants.

Eventually, after braving the cold and the first snowfall in Neverwinter’s known history, they find the Northern Mist™. Slavishly attended by the master of the establishment, they find out that their quarry resides here, but she has demanded that none disturb her morning victuals. With only time to kill, our two heroes try their luck and skill in Siegerunner™, the latest card game from the cabal of Flights of Fantasy. They make short work of the pretenders and nobles who test their hand against them, the spectral images of their cards rising up to take the seven lords they require for victory.

Soon enough, Cera comes down the stairs and spots the two, and no sooner are silent exchanges made and they find a private quarter to discuss their business. Cera parts with the tome for a map that would direct her to the Fire Mountains, where she expects to find the strongest creatures that Neverwinter has to offer, while the two are given free reign over the tome. Sadly, the grimoire’s contents betray little when they have Count Chouculous the Profane appraise the contents, but their course is clear with the other effects of the mage: There is a meeting of his cult in the Fire Mountains.

Both groups prepare separately for the journey; they pack light to make good speed and expect the journey to last two rides. Cera packs for three rides while Sarvin and Shiar prepare for just one, expecting to hunt in the bountiful forests. Knowing from Count Chouculous that Lord Nasher has sent a hundred men into the Neverwinter forest to make their way to the mountains, our two warriors follow their tracks, hoping to find out more about the perils that threaten Neverwinter. A ride into their trek, they reach the forest and find tracks that hint the force split into separate groups. Following their general direction, they eventually find the unfortunate corpse of one of the soldiers, and scorch marks of violent battle. Alternating between hunting and making progress with their trek, Shiar spies Cera in the woods, making her own way to their destination. The exchange is decidedly one-sided as the sorceress ignores the ranger’s hails.

Cera for her part had quite the arduous journey. With but the map to guide her, she makes poor progress without training in navigation scouting. Circling around more than once, she exhausts her supplies before reaching the forest borders in the foothills.

Before her arrival, the two made a good nuisance of themselves to the cultists by taking up a commanding view of the area, and even finding one of their supply caches, making good use of it themselves. Eventually they capture a cultist and begin the process of breaking him down for interrogation. All good things must come to an end as eventually the incoming cultists discover their missing supplies and a mysterious figure walks down the mountain to investigate. To make matters worse, they expose themselves just enough when Cera finally escapes her woodland prison and meet up with the Masked Lord’s operatives.

No sooner has Sarvin met up with Cera does an attack come from behind them, as one of the errant rocks in the rolling hills disappears, replaced by the same figure from before. A quick and tense fight ensues as this warrior uses bow, spell and eventually blade to good effect, injuring Cera greatly, but even he is overwhelmed by their numbers and skill.

They learn little from his corpse, but their previous prisoner eventually breaks upon seeing the corpse of the warrior. They learn that the cultists are indeed gathering within the Fire Mountains, but the approach is guarded by the fire giants. Not wishing to confront such formidable creatures head on and in such meager numbers, they suspect that the old Dwarf Fortress™ may prove to be a promising entryway…

This Thursday

It has come to my attention by looking at a calendar that the 12th is in a red font, which means it is a holiday. Thus I’m inviting you guys for DnD at my place this Thursday. Since Chino has the tables, we’ll have to bring them to my place beforehand. Who’s up for it?

Next Saturday

As discussed by the Group (here’s looking at you Nate), since some of you guys will not be available next Saturday, Migs in his infinite wisdom has given the right and true course for us: Hamachi Lan-Party Diablo 2

Realtalk: I cannot seem to find an illicit link for the game’s download as all of them are either 0 Seeds or require the usual survey for password hoohah, so I anyone has it in their hard drives (like Migs) I ask them to share them gigabytes/ links